Apparently this is not actually possible. However, here is a rudimentary script you can use to track your coordinates so you know where to place stuff in ZoneBuilder:

Tedious, but it should work! Thanks, I'll give it a shot when I find the time.

Quote:

Originally Posted by RedEnchilada

That said, if your intention is just to use it for placing ring trails along spring arcs, it'd definitely be possible to script an object (or set) whose sole purpose is to generate those on map load and then vanish.

That would be a really useful thing to have if the script were something where I could specify a start, middle and endpoint in coordinates, and the number of objects to spawn, and then have a curve generated with that data. Bonus if we could omit the midpoint for a straight line. It's not just about springs though, so much as any scenario where the player is off the ground, like riding a polyobject diagonally.

What about a script that could take the coordinates Furiousfox's script spits out and create objects from that? Also, if lua won't work, what about a SOC? Quick and dirty custom EXE just so I can save the things out?

EDIT felt like talking more: Mappers have always been pretty conservative with aerial object placement, but then the classic games were all about that. I really want to encourage Z movement with this map, and having a 1:1 relationship with object placement and gameplay is ultimately the sanest way to do that. Plotting the player's movement with objects is a great tool for general game design too- I don't have time to dig it up, but I remember the developers for Rayman Legends doing a behind-the-scenes video where they showed off this function in their editor that spawns player sprite trails. They'd perform a jump, plot the arc with sprites, and then place a platform inside that arc to create super tight platforming sequences.

I don't think I have ever said anything in this thread yet but so far I've been impressed on what I've seen so far and really interested on the level itself, it's a really unique theme that I always wanted to try in SRB2 but never found a way how to execute it and perfect it. Really looking forward to more progress.